Finally, write up the android giving a brief description of where all the equipment is stored. While this has no effect on construction, it may have a bearing in combat. If your weapons are armed mounted and you get a disabled limb result, you're going to be unhappy.
The body of an android is what determines how much equipment the android can carry, how much damage it can take before being destroyed, and what weapons it can mount.
This is the maximum amount of weight that the android can carry before it can no longer move. Note that the payload weight must include the basic weight of the android itself.
This is the amount of hits the android can take before being destroyed.
This is the amount of weapons that the android can carry. Actual locations don't really apply, but it can be assumed that there is one weapon mount per arm, the rest are shoulder, head or torso mounts. All mounts are basic, that is, they all have an arc of fire just like a pedestrian.
A basic android body comes with some equipment as standard included in the price. This includes two arms, two legs, a head, hands, human equivalent sensors, a basic brain and voice box and a motor to power all the weapons and provide mobility. Extra equipment will have to be paid for.
An android works out its performance in a similar fashion to vehicles. Total up all the items carried by the android, add in the androids base weight and then consult the Android Movement Chart. This will list the androids speed in centimetres. Androids with a speed of greater than 8 centimetres have two movement actions.
Whilst legs are the primary means of locomotion for an android, they are not the only way that an android can get around. Other means include wheels, tracks or VTOL. Note that an android with alternate forms of locomotion may not be disguised as human!
Androids are built as normal (with the various additional cost and weight modifications as listed below), and the final top speed and other characteristics are based on the performance chart, as normal. Androids may not have reinforced legs, but wheeled and tracked androids may buy a Strengthened Suspension (for the same cost and weight as reinforced legs) that gives the same benefits. VTOLs may not buy a Strengthened Suspension. In combat, androids with differing mobility types have their locomotion hit instead of legs. Use the Locomotion Critical Hit Table to determine results (all non-leg androids share the same table). Finally, androids with these types of locomotion may buy normal driving skills to increase their control roll capabilities - they may not use normal vehicle systems.
Wheels are probably the most common form of alternate location. They are cheap and also quite fast.
Weight: Additional 25% of Android Body Weight, Cost: Reduces Android Body Cost by 25%
Top Speed: This is equal to the androids movement in cm x 5 mph, Acceleration: Equal to the androids movement in cm x 2 mph, Deceleration: Equal to the androids movement in cm x 3 mph, Handling: This is based on the robots brain.
Wheeled androids take move actions like cars, but only have 1 or 2 actions for combat purposes. They suffer all normal car handling and control effects. Wheeled androids may be made off-road (partial) and have OR tyres for the same price as a bike. Wheeled androids have a -2 modifier to any fall check. However, if they do fall over, they find it more difficult to right themselves afterwards. Roll 1d6 - on an even score, the android will right itself, else it will remain fallen until it can.
Wheels are the second popular form of alternate location. They are not as cheap or as light as wheels, but they are more durable.
Weight: Additional 75% of Android Body Weight, Cost: No additional cost
Top Speed: This is equal to the androids movement in cm x 4 mph, Acceleration: Equal to the androids movement in cm x 1 mph, Deceleration: Equal to the androids movement in cm x 2 mph, Handling: This is based on the robots brain.
Tracked androids take move actions like cars, but only have 1 or 2 actions for combat purposes. They suffer all normal car handling and control effects. Tracked vehicles are automatically off-road (with all benefits from having full OR suspension and tyres). Tracked androids have a -3 modifier to any fall check. However, if they do fall over, they find it more difficult to right themselves afterwards. Roll 1d6 - on an even score, the android will right itself, else it will remain fallen until it can.
VTOL androids are not cheap, and not light, but they are the most flexible in where they can go. The actual type of VTOL may of many forms, including rotors, small jets or more.
Weight: Additional 50% of Android Body Weight, Cost: Additional 25% of Android Body Cost
Top Speed: This is equal to the androids movement in cm x 7.5 mph, Acceleration: Equal to the androids movement in cm x 2 mph, Deceleration: Equal to the androids movement in cm x 2 mph, Handling: This is based on the robots brain.
VTOL androids take move actions like jetcopters, but only have 1 or 2 actions for combat purposes. Basic brained androids may not be made VTOL. VTOLs can't fall over. Instead, if they fail a Fall Check, then they spend the next round effectively stunned, unable to do anything other than correct their altitude and heading.
VTOL androids may only engage in close combat if they are hovering and have arms.
An android may mount weapons, and may carry a number equalling their weapon mounts allocation, as listed on the Android Body Table, above. Use the table below to determine what type and amount of weapons an android can carry. Location doesn't really matter as far as these rules go, save that the heavier types of weapons will generally be located in the arms.
In addition, an android may have a damage bonus that can be used in close combat. This is because of the androids weight and metal shell will make it a lot harder in close combat, and the strength of the servos will increase with more weight, making a heftier clout. Consult the android performance chart for more details. Note that this bonus is only used in close combat, never with guns or grenades.
Weapons, as standard, can be mounted either forward or rear. Forward mounted weapons have standard pedestrian firing arcs. Rear mounted weapons use a 90 degree firing arc that is directly to the rear of the android. Rear mounted weapon arcs are available for free.
Standard firing arcs can seem a bit limited. But for an additional $2,000 per weapon, weapon arcs can be made swivel mounts. Each swivel mount gives that weapon a 180 degree arc of fire. Forward and rear mounted weapons may be swivel mounted.
Arm mounted weapons can be made flip mounts. A flip mount allows the weapon to rotate 180 degrees and fire in either the forward or the rear arcs. These cost $2,500 and may be combined with swivel mounts (for a total cost of $4,500) to provide a total 360 degree arc of fire.
The following is a list of additions and extras that can be added to an android to increase their functionality.
An android can be built without arms. This allows a saving of 10% of the body weight and 10% of the cost (minimum $2,000) per arm that is left off the machine. Obviously, with no arms comes no hands and thus the android can't carry anything, and its damage bonus is reduced.
On the same note, an android can be built with additional arms (at 10% of the body cost and weight (minimum $2,000 per arm). This doesn't give any additional advantages in itself, save that if the android has additional actions, it may use them and the additional weapons that an arm may contain. Arms don't come with hands as standard.
In addition, an android may be built without hands. This saves the android an additional $2.500 over and above the cost for missing arms. An adroid without hands has its damage bonus reduced by one third (round down) and cannot grasp items.
The exact cost and weight of the armour is listed on the table below. Armour is limited to a maximum of 6 points, and while light, is not considered to be carbon plastic. It is treated like vehicular armour though, so is immune to the effects of ScumStopper rounds. Armour is universal and protects all parts of an android.
Armour can be made sound proofed at $2,000 and weight 1 per rating of sound proofing.
It can also be made fireproof at +$5,000.
A basic brain is included free with every android. This type of brain is very limited - much like a sexclone or labourclone. The android will be able to take limited orders (like fire at a certain vehicle, chase and fire at a certain object) and will be able to take limited evasive action (such as not running through a section of pattern mines if it has a choice) but that's about all. The android is not able to engage in more complicated instructions, may only accept one set of instructions at a time, and when it has completed those orders, will stop and wait for further ones - it will not return unless requested. The android has no initiative and will not start any action without orders. It can, however, shoot back at targets that are shooting at it (meaning that they have to actually hit the android), but that's all, it will not suddenly select the firer as a new target for orders. A basic brain is very limited in the skills that it can have stored in its memory.
The advanced brain is the next stage up the positronic ladder. An android still needs to be given orders, but these can be more vague (such as attack all enemies). The android can then engage those orders with some flexibility, choosing how to carry out those orders, and may accept orders to be carried out after the first ones are completed.
An advanced brain android may not create its own orders though. If all orders are completed, the android will wait for further instructions, although it may return to base.
Like a basic brain, the android may shoot back at people shooting at it, but unlike the basic brain, an advanced brain doesn't actually have to be hit to know that it is being shot at, and it can take evasive action. An advanced brain android can learn from its mistakes but may not learn new skills.
This is the standard brain for most androids.
Cost $40,000, Weight: 10
The highest step in brain development, an independent brain has almost free reign to do what it needs to do. Orders must be given, but they can be very simplistic and vague, and the android is free to carry them out how it chooses. In addition, an android without orders may create its own, provided they do not go against current orders, which must be completed first. This means that if the android is attacked, it may declare the firer to be a target and will search it down and destroy it on it's own initiative.
This brain also confers some additional advantages for the android. An android with the independent brain will go first in the pedestrian turn, before any other androids and unagmented humans. As well as that, the android gets a second non-move action.
An independent brained android can learn from its mistakes and in the process learn new skills.
Cost: $100,000, Weight: 15
This is a collection of armoured plates that surround the brain, protecting it from penetrating damage. Whenever the brain is hit in a critical hit, the android gets a saving throw. Roll 1d6. If an even score is rolled, then the shield takes the damage and no critical is inflicted on the android. If an odd result is gotten, then the damage penetrates the shield and the android takes the full damage as normal.
A brain shield costs $10,000 and weighs 5.
The way for an android to get a speed increase is to buy a larger engine than the basic one that comes as standard. Androids as a rule, do not operate on petrol powered engines. Instead, they more efficent and longer lasting powercells and batteries. Improvements shouldn't be considered seperate additions to the android motor, but should be thought of as being part of the motor, making it bigger and more powerful.
The following chart lists the cost and weight to buy an engine improvement. More than one improvement may be bought, and each adds +1 cm to the androids speed.
An android may have a maximum speed of 16 cm with the addition of engine upgrades.
This allows the android to receive orders by radio, and in addition it allows the android to communicate back to the sender. All communications are considered scrambled and secure.
A communicator has a range of about 500 miles and costs $1,000.
An android with a communicator or a remote link can fall prey to hack attacks. As such, they can be fitted with head-hunt modules for protection. These cost $2,000 each and an android is limited in the amount of modules they can carry equal to the skill levels that they can use (so a basic brain can carry 2, an advanced brain 6 and an independent brain 10).
They are not needed if the android does not have a remote link or communicator.
This is exactly the same as the cyberware addition, and functions in the same way too. It is a covering that can change colour and pattern to match the surroundings. It is not compatible with plaskin.
Holoskin is available for small bodies at $20,000, medium androids at $25,000 and large androids at $40,000. It is not available for very large androids.
Plaskin is a covering for an android that enables it to look human, and indeed pass for human under a limited sensor scan. Plaskin is artificial flesh which looks and feels like the real skin. Unlike real skin, it doesn't bleed though. Any wounds will look red and normal, but will not bleed. Medics and first aid can not heal plaskin. In addition, plaskin contains a few additional extras to make the appearance of being a human more believable. For a start, the voice is altered to be less metallic and hair is added in all the right places. An android with plaskin can pass as human in most day to day situations.
Plaskin is only available for small or medium androids and costs $60,000 for small androids and $80,000 for medium androids.
Reinforcing the chassis includes using heavier and stronger materials to make the android less susceptible to damage. It gives 50% more damage points (round down).
Cost: 50% of the basic body cost, Weight: 50% of the body weight.
This addition reinforces the various limbs in the body, enabling them to survive greater hits and more damage. This can be bought twice - once for the arms, and once for the legs. It costs the following depending on the android size.
|Reinforced Arms||Reinforced Legs|
Whenever an android gets hit in a reinforced location, it gets a saving throw. Roll 1d6, on an even score, the hit is ignored as the reinforcement holds. On an odd result, the damage gets through and the android takes the full effect of the hit.
A remote link allows an operator to control the android. This will override the androids current orders and will mean that the operator is now in control. If the operator is killed, then the android will shut down. The operator may give control back to the android at any time, but new orders must be given.
The operator may control any aspect of the android - guns, movement and close combat, but the operator is limited to an amount of actions equalling the amount that the operator has, not the android. For example, if a standard one action pedestrian is controlling an independent brain android, then they may use one action for the android, not its usual two. Move actions are unaffected if the robot has a movement of over 8 cm.
A remote link costs $5,000 and has a range of about 200 miles. The link is secure and encrypted but is still vulnerable to hack attacks.
This replaces the normal sensors with a more advanced set. This includes telescopic sights, infrared, radar, motion detectors and a host of other sensors far outstripping normal human sensors.
An android with these sensors can ignore penalties for smoke and other vision impairments. They also allow the android to operate at night with no penalties.
Cost: $20,000, Weight: 10
An android isn't much without skills, and indeed, an android may perform no function that it does not have a skill for. You may mount guns and close combat weapons on an android, but without the Gunner or Close Combat skill, the android would not be able to use them.
An android brain doesn't limit the amount of skills that the android may have and use, but it does limit the skill levels for them. Use the following table to determine maximum skill levels for androids.
As stated, there is no limit to the amount of skills that an android may have, nor to the type of skills that the android may use. All androids must be purchased with the Knowledge - Function skill.
Skills cost $5,000 per skill level.
This skill is needed if the android is going to physically hit any thing. Without it, the android simply doesn't know how to hit targets with its limbs or in close combat.
An android may have the computer use skill, but it does not confer any actual modifiers if the android itself is the one being hacked.
This skill is needed if the android is to mount any guns. Use this instead of the Handgunner skill.
All androids are built for a reason, none are ever just thrown together from a collection of bit lying around. Well, they might be, but again, there will be a reason for this. Androids are built to perform tasks, and this skill defines the tasks that the android will perform. It is obviously an abstract skill in that the knowledge would probably be different for two different types of android.
In game terms, whenever a situation comes up that might be related to the androids role, but players aren't sure, make a General skill roll using this skill as the modifier. If the roll is a success, then the android may perform that function.